Preventing Goals
Goals where the objective is to prevent a completion of another goal.
This pattern is a still a stub.
Contents
Examples
Example: The goal of the goalkeeper in Soccer is to prevent the opposing team's players from score goals.
Example: The goal in Backgammon is to move each individual piece to the inner table and one can prevent the other player from achieving this in two ways: by hitting the opponent's piece when moving one's own pieces or by blocking the piece by placing two or more pieces on area of the game board. The first case directly affects the opponent's piece as it interferes with the game state (the position of the piece) defining the opponent's goal. The second case indirectly prevents the goal as it does not affect the piece but may block future moves of the piece.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Time Limits Challenging Gameplay Algorithmic Agents Non-Player Characters Enemies Multiplayer Games Alignment Loyalty Ephemeral Goals Capture Combat Stealth Reconnaissance Rescue Evade Guard Herd Excluding Goals Eliminate Game State Overviews
Instantiates: Continuous Goals, Conflict, Interferable Goals, Incompatible Goals, Asymmetric Goals, Excluding Goals, Limited Planning Ability
Modulates: Negotiation
Instantiated by: Construction, Perfect Information, Enemies, Player Defined Goals, Capture, Evade, Conceal, Survive, Eliminate
Modulated by: Time Limits, Game State Overview
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Preventing Goals that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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